Long time no see, but polymorph engine development is back on track!
The XML describing a polymorph’s project is now able to configure the Ogre’s compositor, understand the post-processing module.
The first screenshot is using a custom compositor with this configuration:
<workspace name="TuningScoreWS"> <script group="General" workspace="CustomCompositor" /> <colors> <color name="background_center" value="0,1,0" node="0" pass="1" index="4"/> <color name="background_border" value="1,0,0" node="0" pass="1" index="8"/> </colors> <variables> <variable name="centerx" value="0.5" node="0" pass="1" index="0"/> <variable name="centery" value="0.5" node="0" pass="1" index="1"/> <variable name="radius" value="0.9" node="0" pass="1" index="2"/> <variable name="ratio" value="1.777777778" node="0" pass="1" index="3"/> </variables> </workspace>
The required files for this compositor (shaders & nodes) can be found in the samples example.compositor.
The second screenshot is using a default compositor, where only the background color can be modified.
<workspace name="Default"> <colors> <color name="background" value="1,0,0"/> </colors> </workspace>
The documentation about the XML is here: https://bitbucket.org/polymorphteam/pe.2.0/wiki/xml-specifications